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-   -   [REL] RFB/Real Fleet Boat for 1.5 (https://www.subsim.com/radioroom/showthread.php?t=125529)

LukeFF 04-17-08 05:20 PM

Quote:

Originally Posted by tater
Will reducing the effectiveness of AA guns have a negative effect on surface combat?

I do not mean the sub's effectiveness vs other units, but the converse. I tried for quite a while to make the deck watch vulnerable, but never managed it without making the sub tissue paper. In reality, however, having your decks swept with even rifle caliber MG fire should be brutal.

So far the tests haven't exposed any glaring issues. Every sub has been given 300 hit points, and the power of the 20 mm shells has been correspondingly adjusted. While one burst of 20 mm fire will not sink the sub, multiple salvoes will eat away your hull integrity very quickly.

AVGWarhawk 04-18-08 07:21 AM

Quote:

Originally Posted by LukeFF
Quote:

Originally Posted by tater
Will reducing the effectiveness of AA guns have a negative effect on surface combat?

I do not mean the sub's effectiveness vs other units, but the converse. I tried for quite a while to make the deck watch vulnerable, but never managed it without making the sub tissue paper. In reality, however, having your decks swept with even rifle caliber MG fire should be brutal.

So far the tests haven't exposed any glaring issues. Every sub has been given 300 hit points, and the power of the 20 mm shells has been correspondingly adjusted. While one burst of 20 mm fire will not sink the sub, multiple salvoes will eat away your hull integrity very quickly.


Luke is right here....I have used the mod. You will experience hull damage if they get a good bead on you and let the 20 mm rip! It brings a whole new perspective of cruising around on the surface like battleship. Don't do it:know:

swdw 04-18-08 09:40 AM

Tater, you can give it a try, go to the RFB filefront site and download the beta and patch from the beta folder
http://hosted.filefront.com/RealFleetBoat

Then download the DD gun test under the WIP files folder. You can get shelled one go around, then reload the mission, dive and take a DC'ing for comparison too.

(as I promised you a while back, we don't keep development "secrets", we just wait until everything is put together and the bugs worked out before making an "official" public release. The separate forum we have is to keep from cluttering up this thread. Anyone can drop in and read what's going on or being "kicked around").

Or, I can send you the login info for the team's ftp site used to exchange files we're working on. That has to be private to keep from over running my monthly bandwidth, but beta's and beta patches are mirrored on the filefront site.

BTW, with Luke's adjustments, if you get rammed by a DD, you take major damage!

RFB Team 04-19-08 10:04 PM

New patch 041908 for the beta posted on the ftp site and at filefront

Be sure to check out the description at the dev forum

RFB Team 04-19-08 10:07 PM

Quote:

Originally Posted by Mav87th
Dear RFB team..

Would you be so very kind to consider to include the new SUPER GREAT sliderule mod in RFB 1.5 ?

It's one of the best mods that has come up in some time (not deminishing others) and add's greatly to the realism.

Watch for this to be an option after the 1.5 release.:)

John W. Hamm 04-21-08 10:32 AM

Quote:

Originally Posted by AVGWarhawk
@kylesplanet,

LukeFF has done some really cool things. I think you will enjoy it. I'm very happy with his crew configs and everyone getting promoted to Rear Admiral while on patrol is a thing of the past. Like I posted a few back, earning your dolphins is now a reality. Working your crew to make them better is now a reality. It is things like this that make it a bit more challenging. I have been out on several patrols with my crew and unlike stock were 15 guys are promoted to Commander does not happen. You might get one shining star and the other gain some experience gradually making the sub very efficient.

I have a pretty good Pharmacist Mate! Thank God because the bullets now hurt!!!!

I have done a bit of work with the crew ranks here and there, and i have have played a patrol or two, but never lived long enough to see a guy promoted to Commander let alone R. Adm, Now i have edited the game to make such things happen, and with the stock version if you make them anything higher than a Lt they get an Icon of a sailor and no shoulder board on the Crew management screen, so my question is... when they make these high ranks that you have seen, how do their icons appear and what shoulder boards are used in the crew management slot? (as I believe in the stock version they only go up to Lt.) This answer will greatly further my work on uniforms and characters thank you in advance.

fireship4 04-21-08 10:37 AM

You guys should have a look at what Ducimus is doing with adding more crew to the sub. It's on the board as "Just when you thought the CT was crowded..." or something similar. Would be a great addition when its finished (he's nearly done with the Gato iirc).

M. Sarsfield 04-21-08 10:47 AM

Since you are the skipper, you are the LCDR. You'll only have LT's and lower as part of your crew.

AVGWarhawk 04-21-08 11:42 AM

Quote:

Originally Posted by fireship4
You guys should have a look at what Ducimus is doing with adding more crew to the sub. It's on the board as "Just when you thought the CT was crowded..." or something similar. Would be a great addition when its finished (he's nearly done with the Gato iirc).

Not to worry friend:D. RFB looks at all requests and suggestions. Some members have dug up some good things to integrate into RFB.

AVR4000 04-21-08 01:17 PM

I have a strange problem with RFB. The save files is abnormal. I start a patrol december 1, 1941 and when I save the game after sailing from Pearl Harbor, I get a file 81 MB big. I tried before to save in an enemy port and got a file 416 MB big.

I run the RFB on SH IV 1.4 and I have NSM and PE2 installed. If I switches to TMO the save files is normal (about 1-2 MB). I really like RFB so a solution would be nice.

John W. Hamm 04-21-08 02:13 PM

Just tried the Beta
 
I have been playing around with the Beta for a few hours now, and i noticed that when I am on the surface and I go to Battle stations all of my officers go on the deck, I'm not an expert at sub warfare by any means but if you are gettting attacked while on the surface, there is a good chance you would kiss you whole command staff good bye, I also noticed that that if I dive while at battle stations one of my junior officers is in the command room with me, (this I like) however when I surface (like i said all officers are on deck) and I have no one standing behind the desk in the center (my chief goes somewhere not sure where though) (though the chief is there under normal conditions

So I have 2 questions

one: where are these points edited at,
two: is it possible to maybe have all but the Sr deck officer down below, and when dived have the sr officer on the command room instead of no one.

Thank you in advance,
John H.

John W. Hamm 04-21-08 02:16 PM

Question for AVG
 
Quote:

Originally Posted by John W. Hamm
Quote:

Originally Posted by AVGWarhawk
@kylesplanet,

LukeFF has done some really cool things. I think you will enjoy it. I'm very happy with his crew configs and everyone getting promoted to Rear Admiral while on patrol is a thing of the past. Like I posted a few back, earning your dolphins is now a reality. Working your crew to make them better is now a reality. It is things like this that make it a bit more challenging. I have been out on several patrols with my crew and unlike stock were 15 guys are promoted to Commander does not happen. You might get one shining star and the other gain some experience gradually making the sub very efficient.

I have a pretty good Pharmacist Mate! Thank God because the bullets now hurt!!!!

I have done a bit of work with the crew ranks here and there, and i have have played a patrol or two, but never lived long enough to see a guy promoted to Commander let alone R. Adm, Now i have edited the game to make such things happen, and with the stock version if you make them anything higher than a Lt they get an Icon of a sailor and no shoulder board on the Crew management screen, so my question is... when they make these high ranks that you have seen, how do their icons appear and what shoulder boards are used in the crew management slot? (as I believe in the stock version they only go up to Lt.) This answer will greatly further my work on uniforms and characters thank you in advance.

this question is for AVG

M. Sarsfield 04-21-08 02:19 PM

John,

Sometimes the dive officer was a CPO. I recommend having most of the officers in the CT at battlestations with one jr. officer or CPO watching the dive station while submerged. On the surface, you'd probably have one or two officers on the bridge, one in the CT, and one or two in the con. At surfaced battlestations, the CT would still be pretty cramped like submerged battlestations, minus the CO and one of his juniors being on the bridge.

Chapter 20 of the Fleet Boat manual should cover the various scenarios, if anyone is interested...

http://www.maritime.org/fleetsub/chap20.htm

AVGWarhawk 04-21-08 02:26 PM

Quote:

Originally Posted by John W. Hamm
Quote:

Originally Posted by John W. Hamm
Quote:

Originally Posted by AVGWarhawk
@kylesplanet,

LukeFF has done some really cool things. I think you will enjoy it. I'm very happy with his crew configs and everyone getting promoted to Rear Admiral while on patrol is a thing of the past. Like I posted a few back, earning your dolphins is now a reality. Working your crew to make them better is now a reality. It is things like this that make it a bit more challenging. I have been out on several patrols with my crew and unlike stock were 15 guys are promoted to Commander does not happen. You might get one shining star and the other gain some experience gradually making the sub very efficient.

I have a pretty good Pharmacist Mate! Thank God because the bullets now hurt!!!!

I have done a bit of work with the crew ranks here and there, and i have have played a patrol or two, but never lived long enough to see a guy promoted to Commander let alone R. Adm, Now i have edited the game to make such things happen, and with the stock version if you make them anything higher than a Lt they get an Icon of a sailor and no shoulder board on the Crew management screen, so my question is... when they make these high ranks that you have seen, how do their icons appear and what shoulder boards are used in the crew management slot? (as I believe in the stock version they only go up to Lt.) This answer will greatly further my work on uniforms and characters thank you in advance.

this question is for AVG

This question is best left to LukeFF. Further, Luke has studied this quite a bit so to create the proper ranks. I think LukeFF will advise what shoulder board to be on the crew.

LukeFF 04-21-08 06:03 PM

Quote:

Originally Posted by John W. Hamm
I have done a bit of work with the crew ranks here and there, and i have have played a patrol or two, but never lived long enough to see a guy promoted to Commander let alone R. Adm, Now i have edited the game to make such things happen, and with the stock version if you make them anything higher than a Lt they get an Icon of a sailor and no shoulder board on the Crew management screen, so my question is... when they make these high ranks that you have seen, how do their icons appear and what shoulder boards are used in the crew management slot? (as I believe in the stock version they only go up to Lt.) This answer will greatly further my work on uniforms and characters thank you in advance.

John,

I have RFB set up so the highest rank a crewman can achieve is Lieutenant. Given the problem you encountered (which I also ran into) and the fact that the overwhelming majority of real-world crew rosters "stopped" at Lieutenant (below the CO), I left the promotion system like it currently is. The only modifications I've done to the rank structure for RFB is to eliminate the Senior Chief and Master Chief ranks and to prevent CPOs from being promoted to Ensign.


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